Humanities
  • ISSN: 2155-7993
  • Journal of Modern Education Review

The Academic Impacts of Oxford Achiever on Hong Kong Primary School Students: A Self-determination Case Study


Yin Jin

(Bank of Communications, Xuanwu Branch, China)


Abstract: Gamification is the application of game design elements in non-gaming contexts. To study the impacts of gamification on L2 early English learners, this paper examines the impacts of a gamified e-learning tool on primary school students, and presents a case that argues gamified e-learning can effectively help students to learn English. Findings from reading tests, questionnaires, and focus group interviews confirm that argument, providing valuable insight for future e-learning design. Further studies need to be constructed on a longitudinal scale and scrutinize specific game elements to study their impacts on English learning.


Key words: E-learning, gamification, self-determination, engagement






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